75 research outputs found
MobiMed: Framework for Rapid Application Development of Medical Mobile Apps
In the medical field images obtained from high definition cameras and other medical imaging systems are an integral part of medical diagnosis. The analysis of these images are usually performed by the physicians who sometimes need to spend long hours reviewing the images before they are able to come up with a diagnosis and then decide on the course of action. In this dissertation we present a framework for a computer-aided analysis of medical imagery via the use of an expert system. While this problem has been discussed before, we will consider a system based on mobile devices.
Since the release of the iPhone on April 2003, the popularity of mobile devices has increased rapidly and our lives have become more reliant on them. This popularity and the ease of development of mobile applications has now made it possible to perform on these devices many of the image analyses that previously required a personal computer. All of this has opened the door to a whole new set of possibilities and freed the physicians from their reliance on their desktop machines.
The approach proposed in this dissertation aims to capitalize on these new found opportunities by providing a framework for analysis of medical images that physicians can utilize from their mobile devices thus remove their reliance on desktop computers. We also provide an expert system to aid in the analysis and advice on the selection of medical procedure. Finally, we also allow for other mobile applications to be developed by providing a generic mobile application development framework that allows for access of other applications into the mobile domain.
In this dissertation we outline our work leading towards development of the proposed methodology and the remaining work needed to find a solution to the problem. In order to make this difficult problem tractable, we divide the problem into three parts: the development user interface modeling language and tooling, the creation of a game development modeling language and tooling, and the development of a generic mobile application framework. In order to make this problem more manageable, we will narrow down the initial scope to the hair transplant, and glaucoma domains
Languages of games and play: A systematic mapping study
Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development
Little Village August 19-Sept. 1, 2015
https://ir.uiowa.edu/littlevillage/1181/thumbnail.jp
Aplicação digital com foco na experiência do usuário : fortalecendo o emocional em tempo de pandemia
Meditação, música, vídeos, jogos e redes sociais, disponibilizadas principalmente por dispositivos móveis, são consideradas ferramentas para o enfrentamento do distanciamento social pelo seu uso como medida de autoanálise, distração e interação social. De acordo com as pesquisas realizadas, percebeu-se que os aplicativos são fundamentais na pandemia, gerando apoio emocional através de inúmeras atividades e, por consequência, melhoria na qualidade de vida. Nesse sentido, o presente trabalho de conclusão de curso consiste na proposta de um aplicativo que auxilie nesse enfrentamento, trazendo uma série de ferramentas e boa experiência de uso. Por meio de uma metodologia adaptada a partir do método de planos de Garrett e dos método de cascata e Lean UX propostos por Unger e Chandler, foram coletados e analisadas informações sobre o público-alvo, contexto e soluções similares, chegando ao conceito "Aprendizado interno e cuidado externo”. Depois de entender as necessidades do público-alvo e estabelecer os requisitos e funcionalidades pretendidos para o aplicativo, foram geradas alternativas, selecionando e desenvolvendo seus aspectos favoráveis para criar o design visual e a interface que permitiu a prototipação não-funcional do aplicativo. Ao final, foi realizado um teste com o público-alvo e verificou-se que a solução final possui potencial para auxiliar no enfrentamento do distanciamento social.Meditation, music, videos, games and social networks, made available mainly through mobile devices, are considered tools for dealing with social distancing due to their use as a tool for self-analysis, distraction and social interaction. According to the surveys carried out, it was realized that applications are essential in the pandemic, generating emotional support through numerous activities and, consequently, improving quality of life. In this sense, the present undergraduate thesis consists in the proposal of an application that helps in this coping, bringing a series of tools and a good user experience. Through a methodology adapted from the Garrett plan method and the waterfall and Lean UX method proposed by Unger and Chandler, information about the target audience, context and similar solutions was collected and analyzed, reaching the concept "Internal learning and external care.” After understanding the needs of the target audience and establishing the requirements and intended functionality of the application, alternatives were generated, selecting and developing their favorable aspects to create the visual design and interface that allowed for non-functional prototyping. At the end, a test was carried out with the target audience and it was verified that the final solution has potential to help in coping with social distancing
CHRONIC PANCREATITIS, PAIN, AND ANXIETY IN AN ALCOHOL AND HIGH FAT MOUSE MODEL
Homeodynamic space (HDS) shrinks as vulnerability increases with aging and repeated damage to the cells. HDS is lost in alcoholic pancreatitis patients due to overconsumption of alcohol, smoking, and high fat diets. Etiologically relevant animal models for study of chronic pancreatitis (CP) are needed. In order to begin filling this gap a central purpose of this dissertation research was to examine relationships between the alcohol and high fat diet (AHF) and pancreatitis with attention to hypersensitivity and anxiety-like behaviors. The AHF diet induced pancreatitis described here etiologically mimics human risk factors of AHF consumption for advancement to alcoholic CP.
In this study one group of mice was fed long term with a diet of high fat and alcohol for comparison with a group fed normal chow. Mice consumed a liquid diet containing 6% alcohol and a high fat supplement ad libitum over a period of five months. Each group was evaluated for heat and mechanical hypersensitivity, and histology indicative of CP.
The association of pancreatitis pathology with anxiety has been understudied. Anxiety, like pain, is useful as a transient state but when anxiety is prolonged it is termed a disorder. Anxiety is often comorbid with pain and depression. Therefore, it is important to determine anxiety in mice with CP histology.
This model was characterized for the interaction of pancreatitis histology, as well as persisting pain-, anxiety-, and fear-like behaviors. The AHF diet mice developed hypersensitivity, demonstrated anxiety-like behaviors, and showed concurrent histology consistent with CP. Nontransgenic mouse models where pancreatitis is induced only by a combination of ad libitum liquid food with added alcohol and lard supplementation do not currently exist, nor has an in-depth study of anxiety-like behaviors been conducted in this mouse model. This dissertation research addresses this knowledge gap
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On accessible Visual Programming Tools for children with Autism Spectrum Condition and additional learning disabilities
Visual Programming Tools (VPTs) provide a visual programming and execution environment, in addition to other visual resources and tools appropriate for creating visual programs for a particular domain. Several VPTs have been created for teaching children to program at an early age. Research on the use of these tools to teach programming, academic and non-academic skills has reported positive results. However, children with learning disabilities including those also diagnosed with Autism Spectrum Condition (ASC) are left out of research in this area. Therefore, this research aims to contribute to existing knowledge in this area by exploring the accessibility of existing VPTs for this group of users and creating design tools and recommendations for the design of accessible VPTs for this target group.
This research began with the evaluation of the accessibility of the most popular VPT, Scratch. A user evaluation was conducted with seven children with learning disabilities, five of them were also diagnosed with ASC; three special education needs teachers were also interviewed as part of the evaluation. Analysis of the findings from this evaluation showed that the children faced several difficulties while using Scratch to create stories; and also identified the causes of the difficulties. Accessibility heuristics were derived from the identified 'causes of difficulties' and were used to evaluate the accessibility of three additional VPTs. The findings of this second evaluation showed that the assessed VPTs have features similar to those of Scratch that caused accessibility difficulties to the target group.
In creating tools and recommendations for designing accessible VPTs, the research focused on children with ASC (with learning disabilities) due to the match between their reported preferences and the features of VPTs. A method of creating personae to represent their requirements and goals was created and used to create three data-grounded personae. Experts were then interviewed to propose a set of recommendations for designing accessible VPTs for the target group.
Therefore, this research contributed methods for conducting accessibility evaluation of VPTs for children with learning disabilities and for creating personae for children with ASC; a theoretical model for the use of VPTs by children with learning disabilities in a class setting to achieve a learning goal; findings on the accessibility of existing VPTs for children with learning disabilities; and recommendations for designing accessible VPTs for children with ASC
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